Lore of Light

From Total War: WARHAMMER Wiki
Jump to: navigation, search

The Lore of Light is a category of magic spells in the Total War: Warhammer series. It is primarily defensive, consisting of augments, a hex that prevents the enemy from moving, and two damage spells.

List of spellcasters who can access spells from the Lore of Light[edit | edit source]

The Empire:

Lizardmen:

High Elves:

Tomb Kings:

Lore Attribute[edit | edit source]

Exorcism[edit | edit source]

Wh main lore passive exorcism.png Light Magic excels at the scourging of the supernatural, be they Daemons and the creatures or Chaos, or the unquiet dead.

  • The Passive of the Lore, active mapwide on casting another spell.
  • -8 leadership on undead for 25 seconds
  • Changed as of the Empire Undivided Patch
  • +4 Leadership and Immunity to Psychology mapwide

Spells[edit | edit source]

Banishment[edit | edit source]

Wh main spell light banishment.png Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.

Overview
Type: Vortex
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 12
Recharge Time: 54 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Range: 150m
Vortex
Duration: 18 seconds
Damage: 0
AP Damage: 12
Radius: 11m
Movement Speed: 1.5
Movement Change Frequency: 1
Movement Change Maximum Angle: 170°
Detonation Force: 40

Birona's Timewarp[edit | edit source]

Wh main spell light bironas timewarp.png The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.

Overview
Type: Augment
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 11
Recharge Time: 53 seconds
Wind up Time: 5 seconds
Target: Ally, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Augment
Duration: 41 seconds
Effect:
+24% Movement Speed
+34 Melee Attack

Light of Battle[edit | edit source]

Wh main spell light light of battle.png Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.

Overview
Type: Augment
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 9
Recharge Time: 45 seconds
Wind up Time: 3 seconds
Target: Ally, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Augment
Duration: 25 seconds
Effect:

Net of Amyntok[edit | edit source]

Wh main spell light net of amyntok.png The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.

Overview
Type: Hex
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 10
Recharge Time: 37 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Hex
Duration: 21 seconds
Effect: Enemy units caught in the radius are held in place.

Pha's Protection[edit | edit source]

Wh main spell light phas protection.png The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.

Overview
Type: Augment
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 5
Recharge Time: 24 seconds
Wind up Time: 3 seconds
Target: Ally
Effected Units: 1
Range: 200m
Augment
Duration: 17 seconds
Effect:
+15 Armour
+36 Melee Defence

Shem's Burning Gaze[edit | edit source]

Wh main spell light shems burning gaze.png Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.

Overview
Type: Magic Missiles
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 7
Recharge Time: 23 seconds
Wind up Time: 1 seconds
Target: Enemy
Effected Units: No Limit
Range: 250m
Projectile
Number of Projectiles: 6
Damage: 0
AP Damage: 176
Minimum Range: 10
Maximum Range: 250
Velocity: 60
Collision Radius: 0.5
Explosion
Damage: 0
AP Damage: 105
Radius: 1
Force: 40

Strategy[edit | edit source]

Lore of Light is one of the strongest lores in the game. Net of Amyntok is the single most reliable means of completely stopping an enemy in their tracks. Other characters abilities and spells can slow an enemy, but won't fully stop them. Net an enemy lord and snipe them with missiles or charge them with your lord, stop heavy cav before it shocks your archers, giving time to reposition or counter charge. Pha's Protection is another good spell for protecting units from heavy damage. Birona's Timewarp is a strong spell for aggressive bursts of intense fighting. Save it for key engagements. As if that wasn't enough, Banishment is a strong vortex spell that will destroy blobs of infantry.

Units[edit | edit source]

Empire[edit | edit source]

Magic


Videos[edit | edit source]

Lore of Light Spell Guide[edit | edit source]